Fights: how a duel works
A fight in Terrace Wars is not dice, it is reading your opponent. Turns are simultaneous: you choose where to press and what to cover, and so does your rival. Guess the guard and the hit fades; miss it and it lands in full.
A turn: pressure and guard
There are four lines: top, left, centre, right. Every turn you pick one line to press and two to guard, then press “Lock in”. A hit into a guarded line lands at only 35% (up to 50% with Strength bonuses).
A turn has a timer: 30 seconds against bots, 15 in a ranked fight, 20 in 3v3 and 25 in the stand battle. Run out and the autopilot plays; three misses in a row against a player count as a surrender.

Abilities and stamina
Abilities cost stamina (the bar under health) and then cool down:
- Strong Move — +40% damage this turn, but −10% dodge.
- Feint — your pressure ignores the rival’s guard.
- Counter Stance — +20% dodge, every dodge strikes back.
- Rally — heals 8% health, in a team allies too, +10 morale.
- Guard Break — a guarded hit lands in full and exposes the target.
- Cover (team) — you take half of the damage aimed at an ally.
- Captain’s Call (team) — 50 morale: the team heals and hits harder.
Crits, dodge and injuries
Crit chance grows with Instinct, dodge with Agility, armour and health with Constitution. Gear adds specials: will (crit power), accuracy (armour piercing), resilience, anti-injury and cruelty.
You can get injured after a fight: 12% when knocked out, 6% when beaten on points, up to 6% when winning on almost no health. An injury cuts attack, armour and health by 5% per level and heals by itself or with a pharmacist’s kits.
The arena: 1v1, 3v3, 10v10
The arena is for fights with live players. “1v1” is the ranked duel: matched by rating, wins and losses change your RP and division (bronze, silver, gold, platinum, elite, legend). If no live rival turns up in 25 seconds, a bot steps in. “Call out” is a friendly fight without rating.
“3v3” is a team fight, “10v10” the stand battle, “Crew wars” the fights for city districts. Each mode has its own rating.

The stand battle: lines and the captain
In the stand battle 10 fighters stand in three lines: 3 in front, 4 in the middle and 3 at the back. The front hits hardest but takes the most; the back only reaches the rival’s front. Every 3 rounds the captain gives the whole stand an order. Those who fall are replaced from the bench.

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